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summers

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Everything posted by summers

  1. I just want to say I absolutely love the creativity of WhiteDwarf's power pool ideas!!
  2. I like the verisimilitude of going to Icon to change my appearance, it makes the city that tiny bit more real to me
  3. I'd like to also add that it's not just incarnates that trivialise content though they certainly contribute to it. Attuned IOs give a lot of non-tank classes soft capped defences well before 50, and the fast recharing nuke cycle is pretty consistent by about 35-40.
  4. As crazy as this sounds, I don't really want an absorb effect on Regeneration - at least not when at 100% health. I know it would make the set better, but I think there's other ways to do it. If 'regeneration' sits on 100% health it's just another resistance/defence set IMO. I feel a cornerstone of regeneration is not being at 100% health, that you are getting hit and healing up. To achieve this effect I think strongly scaling resistances (and perhaps absorb below 50% or 25% health - numbers to be tweaked) would allow your health to fluctuate regularly at the top ends of the health bar, making you feel like regeneration is happening, and achieving real toughness at the bottom end of your bar so that it is a balanced armour set.
  5. I didn't ignore it, I just disagree with it.
  6. The Mothership raid was introduced in Issue 10 https://archive.paragonwiki.com/wiki/Issue_10 The Destiny slot was released in Issue 19 https://archive.paragonwiki.com/wiki/Issue_19
  7. I think it's safe to say that this community is intensely, almost hysterically, resistant to change.
  8. A while ago I made the following suggestion thread that garnered a few likes but not very much commentary. It's about reducing the cast time of regenerations heals as well as generally the activation time for most 'emergency' powers including T9s. On top of this I would love to see regeneration get a little love. It's surely one of the most thematic defensive sets (everyone can understand how someone regenerates, but is it immediately clear why having electricity for armour is good?) Something that might feel on theme for regeneration is the Super Reflexes-style boost of having better resistances the lower health you have. This would mean you're still taking the hits, it's just as you get lower and lower you get tougher and tougher - it should feel like you're always getting hurt but are very hard to actually defeat.
  9. I'm very much a broken record but I'd like to add something to this! Judgements are prolific sources of nukes with no real cost - you don't spend a power pick on it, there's no slot investment, they are fast recharging nukes that potentially the whole team has in rotation. T9 blast nukes have had the crash stripped from them, and interact with the extreme recharge environment IOs bring along with Build Up + Gaussians into real powerhouses. IOs grant many characters soft capped defence which reduces the value of +defence support and -tohit debuff. Many groups with just a little bit of IOs and maneuvers are at the cap already.
  10. If the issue is that everything is dying too fast I’m against the idea of increasing damage
  11. A Minion is no match for a Hero or Villain of the same level. A single Hero or Villain should be able to defeat multiple Minions simultaneously. Lieutenants are much stronger than Minions, and often have greater powers or weapons. A Hero or Villain should be able to defeat a Lieutenant and maybe a Minion. Bosses are powerful foes. A Boss on his own is oftentime a fair match for a single Hero or Villain. How things have changed!
  12. While I and a lot of other people desire greater difficulty at the 50+ incarnate level, I wouldn't want to see it come at the expense of anyone that wants to steamroll this content. I think that's an inherent and crucial part of the fun of the game. Having said that, there are difficulty sliders and there should remain a difficulty where you can run through them like a hot knife through butter. The higher difficulty should scale more intelligently and be actually difficult rather than a cakewalk at +4. That's really all I want. A fair but difficult level of gameplay where powers like holds, stuns, -recharge or -tohit debuffs are actually relevant.
  13. Although I dearly appreciate the constructive sarcasm, maybe I'd just like to look the way I want to?
  14. There are so many powers VFX that I would like to see suppressed. I just don't know why I need to light up like a christmas tree with these various effects....
  15. Make Blasters actual glass cannons and hard cap their defences at 30%
  16. Slightly tongue in cheek but debuffs for 50+ Incarnate content are either: -resistance or Not worth the animation time I'm sorry if this offends people who love Snow Storm or Shiver!
  17. I think the Synergist is such a cool idea: From what I can see it's basically an Assault set and a customised support set, the main concept being that you get a powerful ally from the mastermind set in the secondary. So you have a Commando, an Assault Bot, or a Doppleganger (from illusion) to fight alongside! I really like it, but I'm not especially hopeful it makes it here. I should point out that it's free to use on any server with credit.
  18. It's a very creative idea! I would point out though that some judgements hit up to 40 targets so that's not going to help the Judgement spam. Otherwise I think it's an intriguing thought!
  19. I know that this game has been out for a very long time and we are all invested in it but it would be nice for people to assume good will in these discussions and comment on the points made rather than spite the character of the person making them.
  20. Hi, I hope this is a simple suggestion! Right now there's a lot of powers that should be for emergency use that are attached to significant cast times. This makes them ironically not very good at saving yourself and coming attached with a pretty hefty cost at the same time. Wouldn't it be nice if Regeneration's Reconstruction had no animation at all, simply providing a heal and a green aura effect to show it's gone off? What about the same for Moment of Glory? I think it'd be a simple step towards making a terrible set into just a bad set. Imagine if (maybe I'm going too far now!) it wouldn't cause redraw? This is similar to making T9s more palatable: they still won't be great if they are instant, but I think it's one of a few solutions that could be combined to make them a far more viable choice. Thank you 🙂
  21. My bad! I meant increase time to kill, not reduce!
  22. Increase time to kill in high level content and I think you solve many of the problems The game IMO is well balanced from 20-40 So that's my #1 through #10 🙂
  23. I have to agree that debuffs aren't anywhere near as useful at +4/incarnate content as buffs, particularly against AVs. They have an opportunity cost to activate (3.3 seconds for Radiation Infection!) and are crippled by the purple patch. Buffs on the other hand tend to have next to no opportunity cost (they are cast between mobs) and are unaffected by the purple patch. In todays day and age of extreme damage that clears spawns in record pace that opportunity cost is probably the greatest offender, and is the same reason why controls have similarly limited value in +4/incarnate style runs. From the Archvillain paragon wiki page: So, for example, while it might seem as though a Defender's Radiation Infection should be valuable against Captain Mako's extremely high defense bonus in the Statesman Task Force, the Infection's debuffs are heavily resisted. Optimally enhanced, Radiation Infection applies a -61% Defense penalty, which should cripple Mako's defense rating, but as it's against a +4 enemy it is at half strength due to the Purple Patch (-61 * .5 = -30.5), and as it's against a level 54 Archvillain a further 87% of that is resisted (-30.5 * (1 - .87) = -3.965%), leaving the net effect approximately half as useful at counteracting Mako's high defense as using a single Insight inspiration for a +7.5% ToHit bonus. Similarly, even against an equal-level AV, a level 50 Defender's mighty Lingering Radiation Regen debuff will be dropped from its usual -500% to -75%. TLDR: 61% becomes 4% against a +4 AV, worth less than a single yellow. There are of course still some debuffs that are good, but IMO a great deal simply aren't worth your time.
  24. The thing that stops me from trying Titan Weapons is the lack of weapon models that I like. If it had a semi-reasonable sword or polearm or something a little less outrageous and I'd be there!
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